/*************************************************************************/ /* rasterizer_canvas_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_CANVAS_OPENGL_H #define RASTERIZER_CANVAS_OPENGL_H #ifdef GLES3_ENABLED #include "rasterizer_scene_gles3.h" #include "rasterizer_storage_gles3.h" #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/renderer_compositor.h" #include "storage/canvas_texture_storage.h" #include "storage/material_storage.h" #include "storage/texture_storage.h" #include "shaders/canvas.glsl.gen.h" class RasterizerSceneGLES3; class RasterizerCanvasGLES3 : public RendererCanvasRender { static RasterizerCanvasGLES3 *singleton; _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4); _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3); _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4); _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4); enum { BASE_UNIFORM_BUFFER_OBJECT = 0, MATERIAL_UNIFORM_BUFFER_OBJECT = 1, TRANSFORMS_UNIFORM_BUFFER_OBJECT = 2, CANVAS_TEXTURE_UNIFORM_BUFFER_OBJECT = 3, }; enum { FLAGS_INSTANCING_MASK = 0x7F, FLAGS_INSTANCING_HAS_COLORS = (1 << 7), FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8), FLAGS_CLIP_RECT_UV = (1 << 9), FLAGS_TRANSPOSE_RECT = (1 << 10), FLAGS_NINEPACH_DRAW_CENTER = (1 << 12), FLAGS_USING_PARTICLES = (1 << 13), FLAGS_USE_SKELETON = (1 << 15), FLAGS_NINEPATCH_H_MODE_SHIFT = 16, FLAGS_NINEPATCH_V_MODE_SHIFT = 18, FLAGS_LIGHT_COUNT_SHIFT = 20, FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26), FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27), FLAGS_USE_MSDF = (1 << 28), }; enum { LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF, LIGHT_FLAGS_BLEND_SHIFT = 16, LIGHT_FLAGS_BLEND_MASK = (3 << 16), LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16), LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16), LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16), LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16), LIGHT_FLAGS_HAS_SHADOW = (1 << 20), LIGHT_FLAGS_FILTER_SHIFT = 22 }; enum { MAX_RENDER_ITEMS = 256 * 1024, MAX_LIGHT_TEXTURES = 1024, MAX_LIGHTS_PER_ITEM = 16, DEFAULT_MAX_LIGHTS_PER_RENDER = 256, }; public: struct StateBuffer { float canvas_transform[16]; float screen_transform[16]; float canvas_normal_transform[16]; float canvas_modulate[4]; float screen_pixel_size[2]; float time; uint32_t use_pixel_snap; float sdf_to_tex[4]; float sdf_to_screen[2]; float screen_to_sdf[2]; uint32_t directional_light_count; float tex_to_sdf; uint32_t pad1; uint32_t pad2; }; struct InstanceData { float world[6]; float color_texture_pixel_size[2]; union { //rect struct { float modulation[4]; union { float msdf[4]; float ninepatch_margins[4]; }; float dst_rect[4]; float src_rect[4]; float pad[2]; }; //primitive struct { float points[6]; // vec2 points[3] float uvs[6]; // vec2 points[3] uint32_t colors[6]; // colors encoded as half }; }; uint32_t flags; uint32_t specular_shininess; uint32_t lights[4]; }; struct Data { GLuint canvas_quad_vertices; GLuint canvas_quad_array; GLuint particle_quad_vertices; GLuint particle_quad_array; GLuint ninepatch_vertices; GLuint ninepatch_elements; } data; struct State { GLuint canvas_state_buffer; LocalVector canvas_instance_data_buffers; LocalVector fences; uint32_t current_buffer = 0; InstanceData *instance_data_array; bool canvas_texscreen_used; CanvasShaderGLES3 canvas_shader; RID canvas_shader_current_version; RID canvas_shader_default_version; //CanvasShadowShaderGLES3 canvas_shadow_shader; //LensDistortedShaderGLES3 lens_shader; bool using_texture_rect; bool using_ninepatch; bool using_skeleton; Transform2D skeleton_transform; Transform2D skeleton_transform_inverse; Size2i skeleton_texture_size; RID current_tex = RID(); RID current_normal = RID(); RID current_specular = RID(); GLES3::Texture *current_tex_ptr; RID current_shader_version = RID(); RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX; uint32_t current_primitive_points = 0; Item::Command::Type current_command = Item::Command::TYPE_RECT; bool end_batch = false; Transform3D vp; Light *using_light; bool using_shadow; bool using_transparent_rt; // FROM RD Renderer uint32_t max_lights_per_render; uint32_t max_lights_per_item; uint32_t max_instances_per_batch; RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; } state; Item *items[MAX_RENDER_ITEMS]; RID default_canvas_texture; RID default_canvas_group_material; RID default_canvas_group_shader; typedef void Texture; RasterizerSceneGLES3 *scene_render; RasterizerStorageGLES3 *storage; void _set_uniforms(); void canvas_begin(); void canvas_end(); //virtual void draw_window_margins(int *black_margin, RID *black_image) override; void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample); virtual void reset_canvas(); virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override; RID light_create() override; void light_set_texture(RID p_rid, RID p_texture) override; void light_set_use_shadow(RID p_rid, bool p_enable) override; void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override; void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override; void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override; RID occluder_polygon_create() override; void occluder_polygon_set_shape(RID p_occluder, const Vector &p_points, bool p_closed) override; void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override; void set_shadow_texture_size(int p_size) override; bool free(RID p_rid) override; void update() override; void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size); struct PolygonBuffers { GLuint vertex_buffer; GLuint vertex_array; GLuint index_buffer; int count; }; struct { HashMap polygons; PolygonID last_id; } polygon_buffers; RendererCanvasRender::PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override; void free_polygon(PolygonID p_polygon) override; void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override; void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false); void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index); void _render_batch(uint32_t &p_max_index); void _end_batch(uint32_t &p_max_index); void _allocate_instance_data_buffer(); void initialize(); void finalize(); static RasterizerCanvasGLES3 *get_singleton(); RasterizerCanvasGLES3(); ~RasterizerCanvasGLES3(); }; #endif // GLES3_ENABLED #endif // RASTERIZER_CANVAS_OPENGL_H